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Watched Cooking, Played Survival: The Empty Seat Between Cooking-Survival Entertainment and Games

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26. 6. 10.

There are many cooking games—the kind where you take a customer's order, combine ingredients, and finish a plate within a time limit. Yet the "cooking survival" format that television has spent so long refining has rarely managed to establish itself as a genre within digital games. This asymmetry is the starting point of this essay. Why has cooking become a game that works so well on broadcast, while in games it has never stood at the center of a competition contesting the quality of the cooking itself?


Cooking programs are often lumped in as a variation on informational entertainment or mukbang, but the survival type, at least, is hard to see only in those terms. The rules are clear, resources and time are limited, and judgment and elimination follow. It also offers the pleasure of spectatorship. Strip it down to the skeleton of its form and it already sits very close to a (watched) game. Among these, Please Take Care of My Refrigerator is the case that reveals cooking's game mechanics in their most compressed form, while Culinary Class Wars is the case that stacks character and narrative atop those mechanics to raise the density of the story.



How the Refrigerator Becomes a Game Board


The cleverness of Please Take Care of My Refrigerator lies in simplifying the conditions surrounding cooking to the extreme. A limited resource pool—the guest's refrigerator; a short cooking time of fifteen minutes; a head-to-head structure in which two chefs (or teams) clash simultaneously; tense, play-by-play coverage; and immediate tasting and judgment. Within a single episode, these elements complete themselves in a closed loop. Rather than a cooking program, it looks closer to a one-round fighting game.


* Please Take Care of My Refrigerator. Image source: JTBC


The crux here is not the cooking itself but the design of the rules surrounding it. Ingredients are not infinite, and time is always short. The two chefs start from the same conditions but must build an edge through different strategies and levels of skill. Rather than explaining a chef's touch or philosophy at length, the broadcast focuses on how that touch reveals itself through combinations of choices made within the constraints. As a result, the viewer reads the flow of the match rather than the outcome of the dish.


This structure connects to what game studies often call the pleasure of rule-based play. Not because you can freely do anything, but precisely because what you can do is limited, choice acquires meaning and generates tension. In Please Take Care of My Refrigerator, the refrigerator is a kind of inventory and map at once. The chefs calculate the scarcity and combinatorial possibilities of ingredients on the spot, claiming a key ingredient before their opponent or taking a detour route. Like the refrigerator's owner and the cast, the viewer follows that flow and scores it in their head. They don't cook directly, but they have become a spectator who already understands the rules.


Each episode's contest clearly ends with one person's victory, yet the viewing experience as a whole doesn't accumulate so simply. Each chef's style, recurring tactics, favored ingredients, and the reactions and character that the editing emphasizes all pile up episode after episode. With those items, the viewer builds a kind of chef-character pool inside themselves. This one is the steady type, that one the adventurous type, another a player stronger in the back half than the front. At this point, Please Take Care of My Refrigerator is a cooking program and, at the same time, acquires the grammar of a spectator game.



Black and White, Character and Narrative


Culinary Class Wars is the same cooking-survival format, but its unit of design is somewhat different. Beyond a single round's contest, it pulls the entire season into one long campaign. The program's strength lies less in comparing cooking ability than in its capacity to translate differences in ability into differences in character.


* Culinary Class Wars. Image source: Netflix


The very naming of "black spoon" and "white spoon" already looks like a set of character slots. Instead of remembering contestants merely as chefs, the viewer watches the series tracking what background each person rose from, who they form a rivalry with, in which moments they waver, and in which moments they bring their power to bear. Unlike Please Take Care of My Refrigerator, where the game mechanics are pushed to the foreground, Culinary Class Wars devotes far more time to repackaging the differences those mechanics produce as character narrative.


The gamification tendency that appears across survival entertainment is tied to this as well. If rules, missions, elimination, and promotion are the skeleton, what gets layered on top is generally an empathizable character and a growth narrative. Just as a game grants the player not only a mission but also a role, survival entertainment likewise parcels out narrative positions to its contestants. Someone becomes the overwhelming favorite, someone the possibility of an upset, someone a variable long remembered even if they don't survive in the end. What makes Culinary Class Wars interesting is that it fills the fundamental limitation—the inability to convey the taste of food directly—with an excess of character and contest narrative. Unable to show taste, it amplifies the drama surrounding taste as much as possible.


The viewing experience of Culinary Class Wars doesn't stop at confirming the win or loss of a dish. The viewer is absorbed in tracking who will stand at the narrative center of this round, and how a loser's defeat will be converted into either a thing overcome or a springboard for an upset. The true gastronomy offered to us outside the screen, unable to sense the food's taste, is nothing other than the clashing dissonance the characters produce as they collide. Culinary Class Wars is, in effect, a sophisticated storytelling factory that endlessly produces, atop the skeleton of competition rules, the character narratives the public can grow fervent over.



The Metagame of Cooking Survival


To discuss the relationship between cooking survival and games more dimensionally, it's worth attending to the concept of the metagame. In a narrow sense, the metagame is the higher-order strategy surrounding a game's win or loss; in a broader sense, it points to the entire practice of interpretation, spectating, prediction, and recontextualization that unfolds around a game. Together with fellow researchers, I have argued that "watching games" is an independent act bridging the inside and outside of a game, and that it needs to be discussed in relation to the expansion of game play. Borrowing this perspective, watching cooking-survival entertainment seems less like simple viewing and more like a continuous metagame the viewer performs around the rules, the characters, and the outcomes.


When watching Please Take Care of My Refrigerator, the viewer scores the chefs' choices in real time, imagines which combination they would have picked, and, after the broadcast, can search for the recipe and reproduce it in their own kitchen. In Culinary Class Wars, the layers of the metagame grow thicker still. Who benefits from the editing, what contest structures are being designed for the next episode, what effect a particular contestant's survival has on the entire season's narrative—about all this, viewers debate endlessly outside the broadcast. Social media, YouTube clicks, comments under articles, even reviews of visits to a featured chef's restaurant—all flow in as part of that debate. Even when the round inside the studio ends, the play of toying with its result continues outside the studio.


Cooking, as material, suits the amplification of the metagame especially well. Strategy or item builds are usually hard to follow unless you've actually played the game yourself, but cooking is a domain everyone feels they know, or can follow, to some degree. The ingredients in the fridge, familiar cooking methods, restaurant experiences, the memory of one's own palate—these are already within the viewer's everyday life. And so cooking survival becomes a contest of expertise and, at the same time, a domain that permits the amateur's meddling (even if matching a professional's level of quality is hard). Thanks to this, it becomes possible for the viewer to move back and forth among judge, coach, and player.



Why Cooking in Games Is Usually Not Survival


So why did television make cooking into such an excellent game, while games have kept cooking bound to the level of an auxiliary system or "life content"?


For one, the two media handle cooking in entirely different ways. Unable to convey actual taste, broadcast foregrounds the form of competition and the drama of character, thereby growing the imagination about taste. A game, by contrast, is a medium the player must operate directly. The moment cooking is dragged into a matter of refined judgment and taste, turning it into rules and designing feedback becomes difficult.


A good system in a game generally requires a clear relationship between input and result. Press the attack button and a damage figure appears; time your dodge right and a bigger attack opportunity comes back around. But the taste of cooking is hard to reduce to a single number. Even the same medium-cooked steak may strike one person as perfectly done and another as overcooked. Broadcast can paper over this difficulty with the authority of the judges, the rhythm of the editing, and the contestants' expressions, actions, and narratives. A game, however, must establish a consistent judging system the player can accept. The reason so many games route cooking through buffs, recovery, and crafting systems is, I think, not unrelated to this. Rather than contesting qualitative differences in taste, converting cooking into a functional result is far easier by design.


Of course, it's not as if games that directly contest the quality of cooking don't exist at all. In Princess Maker 2, a harvest festival is held every October, and it included a contest where you cook a dish with your cooking skill to decide a winner—cooking and sensitivity stats being the evaluation criteria. More fully, Battle Chef Brigade is an example that wove together ingredient hunting, match-3 puzzles, and judges' rulings to elevate a cooking tournament into the game's main plot. But such cases are, at best, closer to exceptions. The common path is to go toward the cooperative-and-chaotic physical comedy of the Overcooked series, or toward the cooking-motion-centered minigames of Cooking Mama. All thoroughly fun games, of course, but a different flavor from cooking-survival entertainment, where authority, narrative, and elimination interlock over the quality of the cooking.


It also bears noting that cooking-survival entertainment is a genre that consumes the social drama surrounding taste rather than taste itself. If in Culinary Class Wars what matters is who rose from what background and what choice they made in the face of what crisis, then in Please Take Care of My Refrigerator, too, the chef's character, banter, and psychological battle with the opponent generate as much of the fun as the combination of fridge ingredients. When broadcast gamifies cooking, the material it places at the center is the people, class, taste, expertise, and improvisation that food reveals. The materials at work here are essentially one-off and contingent, and above all they are rooted in the real lives the contestants carry outside the broadcast. The name of a restaurant one chef has run for years, the reputation another has built up in the industry, the next day's business he'll face after a defeat—these create the weight of a single round. Broadcast pulls this external weight in as is and gives it meaning through editing and judgment, but a game must hold all that weight internally from the start. For a game to transplant these materials, it must make the player experience them as repeatable rules—and it's precisely the design of that repeatability that proves unexpectedly thorny in the case of cooking.


So the seat that remains empty, still or yet, is not the cooking game. It is the form of a game that systematizes social judgment of and spectatorship over taste while being unable to reproduce taste directly—or, more precisely, the seat where such a form would sit. This empty seat is less a limitation of games than something close to the very spot where broadcast's strength is located. Broadcast layers authority, editing, and character narrative over a one-off contest, offering the viewer a "game-like" experience anew each time. For a game to pull off the same thing, it would have to embrace within the medium a separate apparatus to translate one-off-ness into repeatability—things like real-time viewer voting, season-based operation, or linkage with an external reputation system. Until that work gets underway in earnest, cooking survival is likely to remain, for the time being, the game broadcast does best. The success of cooking-survival entertainment paradoxically reveals a domain games have not yet fully absorbed, while at the same time, even amid a current in which broadcast grows ever more game-like, it shows in the clearest form what only broadcast can still do.



How Watched Cooking Becomes Play


By this point, calling cooking-survival entertainment merely "game-like broadcasting" begins to feel insufficient. It is a text in which the act of watching itself becomes play. Even without cooking directly, the viewer reads the rules, picks characters, predicts outcomes, and goes on extending the board even outside the broadcast. If Please Take Care of My Refrigerator shows, in compressed form, the appeal of a single round's design and immediate decision, Culinary Class Wars stretches that same decision into a long-form narrative, heightening the continuity of spectatorship. Both are alike in being broadcast-as-metagame.


The interesting part is that this play created by broadcast then returns to real-world eating. Viewers follow recipes, visit the chefs' restaurants, and invest particular ingredients with new meaning. These practices that keep going outside the magic circle are no different from the process by which watching, talking about, and imitating a game becomes, in itself, a culture. In the end, cooking-survival entertainment can be called a vast metagame apparatus that bundles up, all at once, the competition, judgment, and spectatorship surrounding cooking—and the imitation and related consumption that follow. Television here did not broadcast cooking; it turned the act of cooking, through the most popular means available, into a playable story.

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